MAP01: The Warp Facility (Claustrophobia 1024)

MAP01: The Warp Facility is the first map of Claustrophobia 1024. It was designed by Eric Baker (The Green Herring) and uses the music track "Go Forth and Kill," composed by Baker specifically for the level.

Essentials
Take the shotgun then open the door to face zombiemen, as well as shotgun guys on Ultra-Violence (UV) and Nightmare (NM) skill levels. Open the door in the north-east corner to get outside and face some imps, along with more zombies that teleport in, then look south across the pit for a red button and shoot it to raise some platforms. Cross the pit and press the lion switch on the other side to raise some steps, then go through the narrow tunnel to drop down to a shotgun guy/chaingunner guarding another lion switch that you can press. Pressing the switch will raise some more steps to your right, allowing you to retrace your steps to the starting point - on the way, watch out for imps and shotgun guys that teleport to the east side, as well as zombiemen/shotgun guys that appear in the center hall.

Go back to the starting room and step on the lift indicated by the down arrow to go down to another pit, then kill the zombiemen and shotgun guys that teleport in before pressing the lion switch in the north-east corner, followed by a second in the south-west and a third in the north-east corner. The third switch will raise the floor beneath you and carry you up to the red keycard, which is guarded by a few more imps - you can now step through the nearby door to return to the center hall, where the exit teleporter has opened. On Hurt Me Plenty or higher, watch out for a couple of shotgun guys (as well as chaingunners on UV and NM) that teleport in to defend it.

Other points of interest
If you fall off the platform leading up to the red key after raising it, press any of its sides to lower it like a lift.

Secrets

 * 1) At the south end of the level, the red panel on the south wall scrolls to the right instead of the left. Open it to find armor. (sector 28)

Routes and tricks
It is possible to glide past the metal bars blocking the exit, ending the level immediately. Doing so, however, requires you to stand at a very precise location, without getting hit by any of the monsters in the room. Because the player start is aligned with this location, users of ZDoom versions prior to 2.7.0 as well as Skulltag and Zandronum can finish the level by picking up the shotgun, opening the first door, killing the zombieman in front of them, and running straight forward through the gaps. However, this is possible only because those ports fix the inaccurate trigonometry table to allow orthogonal movement. ZDoom 2.6.0 added a, "Cannot travel straight NSEW", to undo the fix; and since 2.7.0, the fix is for this level.

Current records
The records for the map at the Doom Speed Demo Archive are:

The data was last verified in its entirety on December 21, 2021.

Miscellaneous demos
The data was last verified in its entirety on December 21, 2021.

Things
This level contains the following numbers of things per skill level:

Inspiration and development
This level began as a skeleton layout that Eric Baker created in September 2007, during the development of Community Chest 3. On October 20, 2008, they signed up to Claustrophobia 1024 when the beta stage of development began, and developed the layout into a finished level, which they intended to be the megawad's first level. They finished the first version of the level the following day.

The arrows which appear after you activate the second lion switch were added after Baker allowed a friend of theirs to play the level in the megawad's first beta build, only for said friend to be unable to figure out where to go from that point in the level until Baker directed him to it.

The first 51 seconds of this level's background music were created on February 26, 2008. On February 20, 2009, Baker finished the track for use in the third beta version of the level. The music originally used in this level was a MIDI conversion of the song "" by.